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Adventurer's Vault.pdf

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ITEM LEVEL<br />

The default assumption in the Player’s Handbook is<br />

that each magic item has a level that equates to both<br />

its cost and its suitability as part of a PC’s equipment.<br />

However, an item’s level doesn’t restrict its use by<br />

the PCs. A 1st-level fighter can freely use a +6 vorpal<br />

greatsword if he can somehow manage to acquire one.<br />

Alternatively, relative level can play a stronger<br />

part in how magic items function in your campaign.<br />

Although level doesn’t have a narrative equivalent in<br />

the game world, it does suggest a certain degree of<br />

inherent power within characters and their magic<br />

items alike. As such, any imbalance between the level<br />

of a character and the magic he or she wields can<br />

have repercussions in the game.<br />

Level-Based Penalties<br />

DMs should feel free to place restrictions on the way<br />

magic items function, according to their level. The<br />

standard treasure rules (which assume that PCs can<br />

find an item up to four levels higher than their own<br />

level) are a good place to start.<br />

It’s entirely reasonable to say that items five or<br />

more levels higher than a character simply don’t<br />

function in that character’s hands. Alternatively,<br />

limitations or penalties for powerful items used by<br />

lower-level characters can be assigned on an ad-hoc<br />

basis. For example, a powerful magic weapon might<br />

function at its normal level but impose a penalty to<br />

the wielder’s defenses. Likewise, a defensive item<br />

might penalize attack rolls, damage rolls, or both.<br />

An item that grants a bonus on a certain skill check<br />

might penalize other skill checks as its power overwhelms<br />

its user.<br />

More extreme penalties might function in the<br />

same manner as the behavior of artifacts (see Chapter<br />

9 of the Dungeon Master’s Guide). A character<br />

wielding high-level magic might be inspired (or even<br />

forced) to take up an item’s goals or purpose in the<br />

short term. For example, a 2nd-level character might<br />

feel the urge to give her excess wealth to charity<br />

under the influence of a +3 symbol of hope, while a<br />

10th-level paladin might be driven to seek revenge on<br />

the elder red dragon that killed the former owner of<br />

his +5 greatsword.<br />

DMs should use this technique sparingly, however,<br />

and only in the interest of advancing the campaign.<br />

It can be fun for a character to try to deal with the<br />

unexpected side effects of magic beyond his or her<br />

ability to effectively use. It’s typically less fun for the<br />

PCs’ magic items to limit their ability to choose their<br />

own path.<br />

Level Scaling<br />

In the interest of entertaining game play, sometimes<br />

a DM will want to place a magic item as treasure<br />

that is too high for the party’s current level. Other<br />

times, bravery and fortune sees the PCs defeat a foe<br />

and gain access to magic that the DM never intended<br />

them to have. In either case, an advanced magic item<br />

can have its power scaled back to a level usable by<br />

the PCs, with its additional power revealed over time.<br />

This technique works particularly well for items that<br />

have lower-level versions, but single-level items can<br />

be reworked to lower levels as well.<br />

For example, your world’s histories might speak of<br />

the legendary Travic’s Blade—a 25th-level holy avenger.<br />

If the DM decides to introduce the sword into the<br />

campaign when the PCs are lower level, he or she<br />

can do so by introducing a story hook that speaks of<br />

the blade’s powers being suppressed until certain<br />

conditions are met.<br />

If first found when the PCs are 12th level, the<br />

sword could function as a basic +3 sword—perhaps<br />

one that deals radiant damage on critical hits as a<br />

hint of its latent power. When its wielder is 15th level<br />

or so, the sword can increase its enhancement bonus<br />

to +4 and add a +2 item bonus to damage rolls done<br />

with radiant powers through the weapon.<br />

When the PCs ascend to a level suitable for the<br />

appearance of a holy avenger (21st level or higher), the<br />

blade finally attains the full power wielded by mighty<br />

Travic in the annals of history. It might even scale<br />

up again to become a 30th-level holy avenger when<br />

its wielder reaches 26th or 27th level, allowing its<br />

wielder to transcend the sword’s mythic past.<br />

Item Levels as Treasure<br />

Sometimes a magic item enters the campaign at the<br />

correct level, but a player wants her character to hold<br />

onto that item at higher levels rather than replacing<br />

it with a newer, higher-level item. The DM can<br />

allow the PC to invest monetary treasure in Enchant<br />

Magic Item rituals to increase the item’s power (see<br />

Enchanting Items, below). Alternatively, item level<br />

increases can be given out as treasure.<br />

Item levels granted as treasure follow the same<br />

guidelines as normal magic item placement. An<br />

increase in an item’s enhancement bonus should be<br />

given out only when the PCs have attained an appropriate<br />

level to earn magic items with the improved bonus.<br />

MAGIC ITEM SCALING<br />

Item Level Enhancement Bonus<br />

1–5 +1<br />

6–10 +2<br />

11–15 +3<br />

16–20 +4<br />

21–25 +5<br />

26–30 +6<br />

APPENDIX 1 | Unique Items<br />

APPENDIX 1<br />

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